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So, after the essential algorithms are now settled
upon, I've experimented a little with my latest
Macros (which I'll probably release in a few days,
even though the effect is easily reproducable using
a paint program with layering effects).
Sticking to the rules of the IRTC, I would use this
effect for hundreds and hundreds of frames, its
an internal post-processing routine (much like
3D-Studio Max Lens Flare or so), but NOT a
patch. Is pure POV-Script at work here...
I kinda like it. If anyone has a suggestion for
something similiar to show this effect, I'd be
happy to hear it.
Oh, rendering times:
First Pass:
Parsing: too near to 0 for POV-Ray to tell me about it... :-)
Trace: 6 seconds per frame
Second Pass:
25.3 seconds per frame of parsing,
7 seconds tracing.
All with Antialiasing: +AM2 +A0.3 +R2
and on a XP+ 2.4GHz.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
Post a reply to this message
Attachments:
Download 'glare.mpg' (473 KB)
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Oh, hm, another note should be that the parsing
for the second pass also depends on the resolution
of both first and second pass. It was 320x240 for
this one...
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmxde
Post a reply to this message
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It looks nice; I'd say it's an improvement over an ordinary image. The
rendering time seems fair, too.
I suppose it's like looking through a pair of foggy glasses. Some
photographers use a blurry lens when they shoot portraits (to soften the
look rather than obtaining greater realism, of course)... How the eye
behaves, I don't know. But there are flares and stuff in mine. :o) (Though
I don't need glasses.)
Well, the bottom line: It's a nice effect. It's probably a simplified model
compared to real life. Getting it to work in C++ would do wonders, though...
Do you know wether the postprocessing features have been dropped entirely
from future MegaPOV?
Regards,
Hugo
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One more of those REALLY fascinating animations.
I always wonder from new when I take a look here in this newsgroup.
Each time new, amazing animations like this one!
--Theo
-----------------------------------------------------------------------
Distributed Network-Rendering or Local SMP-Rendering. With SMPOV and
POV-Ray 3.5. * Download free at: http://www.it-berater.org/smpov.htm
"Tim Nikias v2.0" <tim### [at] gmxde> schrieb im Newsbeitrag
news:3ef1ed26@news.povray.org...
> So, after the essential algorithms are now settled
> upon, I've experimented a little with my latest
> Macros (which I'll probably release in a few days,
> even though the effect is easily reproducable using
> a paint program with layering effects).
>
> Sticking to the rules of the IRTC, I would use this
> effect for hundreds and hundreds of frames, its
> an internal post-processing routine (much like
> 3D-Studio Max Lens Flare or so), but NOT a
> patch. Is pure POV-Script at work here...
>
> I kinda like it. If anyone has a suggestion for
> something similiar to show this effect, I'd be
> happy to hear it.
>
> Oh, rendering times:
> First Pass:
> Parsing: too near to 0 for POV-Ray to tell me about it... :-)
> Trace: 6 seconds per frame
>
> Second Pass:
> 25.3 seconds per frame of parsing,
> 7 seconds tracing.
>
> All with Antialiasing: +AM2 +A0.3 +R2
>
> and on a XP+ 2.4GHz.
>
> --
> Tim Nikias v2.0
> Homepage: http://www.digitaltwilight.de/no_lights
> Email: Tim### [at] gmxde
>
>
>
Post a reply to this message
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> One more of those REALLY fascinating animations.
> I always wonder from new when I take a look here in this newsgroup.
> Each time new, amazing animations like this one!
Now thats some praise! :-) Thanks.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
---
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Hey Tim!
I'm very interesting in the code for calculating the movement of the
objects. How do you avoid collisions?
Would you mind sharing the code?
TIA,
Florian
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I'm sorry to disappoint you, but the boxes do
collide and intersect. What I've done is just
create a random position in a sphere with
the following code:
#declare R=seed(1);
#declare Pos=vnormalize(<rand(R)*2-1,rand(R)*2-1,rand(R)*2-1>);
Then, I can just multiply Pos with some float (again
random chosen from a specific range, like .5 to 2 or
such). When doing this with sin-waves (which I've randomly
shifted forward), you get what you see in the animation. I've
done it like this:
#declare Float=sin(radians(360*rand(R)+360*clock));
Now, float is a value ranging from -1 to 1. Adding 1 and
dividing by two gets me 0 to 1 range, which I can easily
use for Pos.
Now, that information probably wasn't really needed since you
were after collision-avoidance, but I thought I'd explain it anyway.
Perhaps it's still of use.
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
> Hey Tim!
>
> I'm very interesting in the code for calculating the movement of the
> objects. How do you avoid collisions?
> Would you mind sharing the code?
>
> TIA,
> Florian
>
>
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.501 / Virus Database: 299 - Release Date: 15.07.2003
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Hey Tim!
> I'm sorry to disappoint you, but the boxes do
> collide and intersect.
hm, didn't notice that :)
I always wonder how people can do those animations/stills including
collisions and intersections in a way nobody notices (or perhaps only i do
not notice them *g*). If i try something like this, it comes out screaming
"INTERSECTIONS" all the time...
Anyway, thanks for your explanation. A really nice movement after all!
Florian
Post a reply to this message
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